v0.6
After releasing v0.5, I got a job that left me with little time to spend in Blender or Unreal, and that moment coincided with the realization that I was going to have to get comfortable with the Blender Python API in order to do a lot of the things I wanted to do.
Put those things together, and combine them with the fact that Blender Org, Jim Kroovy and others were adding features that I had wanted (Transform Pivot, Mr Mannequin Tools, Voxel Remesh, new MultiRes modifier w Subdivide & Unsubdivide etc etc etc) I took some time off of development of this template to tend to my job, and let the features I knew were coming catch up.
Well, I had a little more time the past few weeks, and something finally clicked with the Python API, and I was able to incorporate my first add-on to the template.
This is designed to alleviate some of the issues that had been reported early on:
-Meshes are too small when they're added, and need to be scaled up before they can even be seen
-the Clip End of the Viewport was too short and you sometimes couldn't see all of the object you were editing
-the Clip End of the Default Camera was the same
-Lights were too dim, and their controls were too small to see
Unreal Objects Panel addresses this by giving you scaled up meshes, object controls, brighter lights and bigger lightprobes by default. To keep in line with UE4 I designed it as a side panel with categories laid out in the same order as the Unreal Editor. To keep the Viewport tidy, I have it default to closed, but if you click on Unreal Object underneath the Toolbar, you will see it expand. The same objects were added to the Add Menu in the 3D Viewport.
I also added a custom operator to create Comment Boxes around Nodes in the Node Editor. It is based on Node Wrangler's NWFrameSelected operator, but with a few minor tweaks. The shortcut remains the same as UE4, select your nodes, then press C, this will create a frame around the selected nodes, but, before it appears a prompt will show asking you to name and color the frame. With Node Wrangler, you would create the frame, then immediately press F9, and if you didn't, you would need to select the node, open the node properties, click on the label, then start typing. With the Comment Box, just select your nodes, press C, then start typing the name.
Some of these are things that have been requested from v0.1 or v0.2, that I have only been able to incorporate now. I'll be uploading a video on how to use any new features, new workflow suggestions etc when I have the chance, but I didn't want to keep this update on hold til then.
Thanks everyone for following, and supporting the project. I'm also planning on some videos about how to achieve some of the controls with the Blender default keymap, in case someone wants Unreal navigation, but not the other things, but I'm not sure when those will be coming.
Thanks again, take care everyone!
Files
Get Blunder
Blunder
App Template - Unreal UX in Blender (Default Blender Keymap based)
Status | In development |
Category | Tool |
Author | Spectral Vectors |
Tags | 3D, Blender, Unreal Engine |
More posts
- v0.7 and upSep 29, 2020
- 0.6.3 - More fixesJun 07, 2020
- v0.6.2 - Add-ons Update!Jun 06, 2020
- Changelog v0.1 - v0.6.1May 19, 2020
- v0.6.1May 18, 2020
- v 0.5 arrives!Aug 16, 2019
- v 0.4 - the drought is over!Aug 06, 2019
- Blunder v0.3May 15, 2019
Leave a comment
Log in with itch.io to leave a comment.